Sonic Adventure DX: Director's Cut |
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Developer: Sonic Team This game has hidden development-related text. |
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This page covers the 2004 port of the game, not the (different) 2010 Next-Gen port of the game, and not the 2011 Steam port. You can find that version's page here. |
A 2004 PC port of Sonic Adventure DX: Director's Cut that, as was standard with other PC ports of Sega games at the time, is pretty poor.
- 2Debugging Features
- 3Differences From Prior Versions
- 3.2Graphics
- 3.3Stage Differences
Leftovers
Download Sonic Adventure DX: Director's Cut PC Leftovers File:SADXPC Leftovers.rar (280 KB) (info) |
Debugging Features
Debug Movement
Setting 0x3B29D08 to 1 in Cheat Engine will enable a Debug Movement display showing all invisible walls and inactive objects on the map. This also enables Free Movement mode for every character, except Tails, moving around for a bit will also activate a display.
Debug Collision
The Collision Debugger from the DC Version is also present, but it has been almost completely removed.
Tokyo Game Show Menus
The TGS Menus from the DC version are still present, to access it, replace the seven bytes at C53A in sonic.exe with seven 90 bytes, or install the 'TGS Menus' mod from this page.
The menus haven't been updated for 60FPS, Tikal's theme starts playing after a sixth of a second, the title screen lasts 2.5 seconds and the character select lasts 10 seconds, the fading is also broken.
In the Dreamcast Version, X and Y buttons together would bring you to a Level Select, but in the PC version, the game strangely exits.
In the same section of code is a Level Select, though there's no known way of accessing these normally. The code to display the text was removed, though it still functions. The game mistakenly loads the player in 'Adventure' mode in the Action Stages without setting an Adventure Field to return to, so selecting the 'Quit' option from the pause menu simply puts you in Hedgehog Hammer (level 0).
SPR Task
Earlier versions of Sonic Adventure included a SPR Debugging feature displaying various functions. It's unknown if it can still be accessed, but some of the text still exists.
Japanese Level List
There is a Japanese level list in the main executable (pointer table at 50A250 in US PC sonic.exe), which is not referenced by any code.
Notable items include:
- Hedgehog Hammer listed as プラクティス (Practice)
- Three empty level slots listed as きのこ (Mushroom), ジャングル (Jungle), and 砂漠 (Desert)
- Adventure Fields and Twinkle Circuit listed as empty strings
Free Movement Mode
There is a Free Movement mode that can be used to fly around, this is also in the Dreamcast version. It can be found by changing the Action ID to 87 for Sonic, 57 for Knuckles and 53 for Amy.
The controls are as follows:
Analog Stick = Move
Analog Stick + X = Move Up/Down
A = Exit Free Movement mode.
B = Go to the current character's start position.
Free Movement mode seems to be partially removed from the game. Big's Free Movement can be seen by setting his action to 59, but the only remaining feature of it being the way his arms move when pressing the buttons to move up or down. Tails and Gamma don't have free movement mode at all.
Leaving Free Movement mode puts the character in an action natural for the current stage. For example, in Icecap and Sand Hill the player will regain their board upon leaving free movement mode. This is the same for stages such as Perfect Chaos, which drops the player as Super Sonic.
Differences From Prior Versions
Sound
The Dreamcast and GameCube versions store music in .ADX files and sounds in .MLT archives. The PC version stores music in .WMA files and sounds in .DAT archives. This means music tracks no-longer loop and everything sounds lower quality. The voice clip's format also causes stutter, and some sound effects are too quiet.
Graphics
Lighting
The way lighting works is different compared to the Dreamcast and GameCube versions. The GameCube version replaced the original palette based 'Lantern' engine with something more generic. The PC version's lighting engine is even more simplified. The player's lighting changes depending on the camera angle while level lighting is extremely bright. The PC version also ignores built-in vertex lighting that's not attached to the level model.
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Textures
The textures are re-compressed into PVM files, thus making the PC version (and later versions based on it) have the worst-looking textures.
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- Knuckles' Shovel Claw has lost its environment mapping.
- Knuckles’ Maximum Heat attack aura is more broken.
- The GameCube version had a water distortion effect possible using the GameCube's TEV system. The PC version removes this.
- The PC version alters the way some textures are mirrored. Instead of a flag being set in part of a level model to flip the texture, the textures themselves are flipped. While this doesn't sound bad on paper, most flipped textures are squeezed into the resolution of the unflipped texture, resulting in mass quality loss.
Other
- The Dreamcast and GameCube versions includes a check to ignore a model's material colours. For some reason, this check was removed in the PC version. This means many objects in the PC version has different colouring, like platforms in Hot Shelter being orange instead of gray.
- The FMVs, surprisingly, are higher-quality. The original game's FMVs were 320×256 stretched to 640×480, whereas the 2004 PC FMVs are natively at 640×480. As a result, the 2004 PC version has the highest-quality FMVs and one of the things that can truly be marked as an improvement.
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- The same can't be said about the intro, though: While it's also natively in 640×480 without borders, it suffers from compression.
PC |
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Stage Differences
Emerald Coast
- The sea texture was changed.
Red Mountain
- The clouds and lava are darker due to poor lighting.
PC |
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PC |
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- The fog in act 1 has been made thicker.
Hot Shelter
- The bridge's UVs were altered to make the textures look more washed-out.
- Gamma's level has a transparency issue with the glass, which is odd as most transparency issues happened when the game was ported to the GameCube.
Other
- The controls are much less sensitive than the Dreamcast and GameCube versions.
- Assuming you have a powerful enough PC, the framerate isn't unstable anymore.
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The Sonic the Hedgehog series | |
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Sega Genesis | Sonic the Hedgehog (Prototype) • Sonic the Hedgehog 2 (Prototypes) • Sonic the Hedgehog 3 (Prototype) • Sonic & Knuckles (Prototypes) • Sonic 3 & Knuckles • Sonic 3D Blast (Prototypes) • Sonic Spinball (Prototype) Dr. Robotnik's Mean Bean Machine (Prototype) • Sonic Classics |
Sega Master System | Sonic the Hedgehog • Sonic the Hedgehog 2 • Sonic Chaos (Prototypes) • Sonic Blast • Sonic Spinball Dr. Robotnik's Mean Bean Machine • Sonic's Edusoft |
Game Gear | Sonic the Hedgehog (Prototype) • Sonic the Hedgehog 2 (Prototype) • Sonic Chaos (Prototypes) • Sonic Triple Trouble (Prototypes) Sonic Spinball (Prototype) • Sonic Drift 2 • Sonic Labyrinth • Sonic Blast (Prototypes) Dr. Robotnik's Mean Bean Machine • Tails' Skypatrol • Tails Adventures |
Arcade | SegaSonic Cosmo Fighter • SegaSonic the Hedgehog (Prototype) • Sonic Championship • SegaSonic Bros. |
Sega CD | Sonic the Hedgehog CD (Prototypes) |
32X | Knuckles' Chaotix (Prototypes) |
Sega Pico | Sonic the Hedgehog's Gameworld • Tails and the Music Maker (Prototypes) |
Windows | Sonic the Hedgehog CD (1996, 2011) • Sonic's Schoolhouse • Sonic & Knuckles Collection • Sonic 3D Blast • Sonic R Sonic Heroes • Sonic Riders • Sonic Adventure DX: Director's Cut (2004, Demo, 2011) • Sonic Adventure 2 Sonic the Hedgehog 4 - Episode I (Prototypes) • Sonic the Hedgehog 4 - Episode II (Prototype) • Sonic Generations (Demos) • Sonic Lost World • Sonic Mania • Sonic Forces • Sonic & Sega All-Stars Racing • Sonic & All-Stars Racing Transformed • Team Sonic Racing |
Sega Saturn | Sonic X-treme • Sonic 3D Blast (Prototype) • Sonic Jam (Prototype) • Sonic R (Preview) |
Game.com | Sonic Jam |
Dreamcast | Sonic Adventure (Prototypes) • Sonic Adventure 2 (Prototypes) • Sonic Shuffle (Debug Version) |
Neo Geo Pocket Color | Sonic the Hedgehog Pocket Adventure (Prototypes) |
Game Boy Advance | Sonic Advance (Prototype) • Sonic Advance 2 • Sonic Advance 3 (Prototype) • Sonic Battle • Sonic the Hedgehog Genesis |
GameCube | Sonic Adventure 2: Battle (Demo) • Sonic Adventure DX: Director's Cut (Prototypes) • Sonic Heroes (Prototypes) Shadow the Hedgehog • Sonic Mega Collection (Prototype) • Sonic Gems Collection • Sonic Riders |
PlayStation 2 | Sonic Heroes • Shadow the Hedgehog • Sonic Riders • Sonic Riders: Zero Gravity • Sonic Unleashed • Sonic Gems Collection |
Xbox | Sonic Heroes • Shadow the Hedgehog • Sonic Riders |
Nintendo DS | Sonic Rush (Demo) • Mario & Sonic at the Olympic Games (Beijing 2008) • Sonic Chronicles: The Dark Brotherhood Sonic & SEGA All-Stars Racing • Sonic Classic Collection |
PlayStation Portable | Sonic Rivals |
Xbox 360 | Sonic the Hedgehog (Demo) • Sonic Unleashed (Preview) • Sonic & Sega All-Stars Racing • Sonic the Hedgehog 4 - Episode I (Prototypes) • Sonic Generations (Demos) • Sonic Adventure 2 • Sonic & All-Stars Racing Transformed |
Wii | Sonic Unleashed • Sonic Colors • Beijing 2008 • London 2012 • Sonic the Hedgehog 4 - Episode I (Prototypes) • Sonic & Sega All-Stars Racing • Sonic and the Black Knight • Sonic Riders: Zero Gravity |
PlayStation 3 | Sonic the Hedgehog • Sonic the Hedgehog 4 - Episode I (Prototypes) • Sonic Adventure 2 • Sonic Generations (Demos) • Sonic & All-Stars Racing Transformed |
Nintendo 3DS | Sonic Generations • Sonic & All-Stars Racing Transformed |
Wii U | Sonic Lost World • Sonic Boom: Rise of Lyric • Sonic & All-Stars Racing Transformed |
Nintendo Switch, PlayStation 4, Xbox One | Sonic Mania |
J2ME | Sonic the Hedgehog Mobile • Sonic Jump |
LeapFrog Systems | Sonic X • Sonic the Hedgehog |
N-Gage | Sonic N |
iOS, Android | Sonic the Hedgehog 4 - Episode I (Prototypes) • Sonic the Hedgehog • Sonic the Hedgehog 2 • Sonic the Hedgehog CD Sonic Jump • Sonic Dash • Sonic Runners |
Plug & Play | Super Sonic Gold |